Black Heron DisciplineWhile the adepts of the White Raven prefer to bolster the hearts of their allies with praise and rallying cries, many adepts do not see such adepts as methodic, instead preferring to get into the minds of their foes in order to tear their morale apart from the inside out. Such adepts often find themselves as practitioners of the Black Heron discipline, a rather dirty style of fighting that prefers quick movements and attacks over the more traditional styles of other disciplines. The adepts of the Black Heron have also developed a unique fighting style in that direct mockery and brute intimidation tactics are directly part of their fighting styles. The Black Heron discipline was said to have been constructed by the less-famous brother of Carlos de son Chero, Marquai de son Chero. Just as his older, more sophisticated brother founded the White Raven discipline, Marquai founded the Black Heron temple out of spite, where he attracted a substantial following to his underhanded ways.

Adepts of the Black Heron care little for honor and have no shame in cheating and acting underhandedly in most regards. They care only for the sweet taste of victory and avoid defeat at any cost. Many of them have bulkier, more intimidating bodies and others practice self-mutilation in order to create intimidating scars and markings on their bodies. Adepts of the Black Heron know that a fight is often won in the mind before in the flesh, and they seek every possible advantage to psych out their opponents.

The key skill of the Black Heron discipline is Intimidate, for the discipline heavily relies on the ability to instill fear into the hearts of one’s enemies. Adepts of the Black Heron favor crude and cruel weapons over all others, and the weapons associated with the Black Heron discipline are: falchion, flail, morningstar, khopesh, and scimitar.

Becoming a Black Heron AdeptBecoming an adept of the Black Heron discipline is not difficult compared to learning other schools of training. That isn’t to say that the Black Heron techniques are any less difficult than other discipline’s; the Black Herons are just more inviting to their school then others because they care less about skill or background and more about how mean an adept is. Although this does not mean that all Black Heron adepts are evil, there is certainly an intimidating air about the lot of them. Because the tricks of the Black Heron are seen as poor sportsmanship and underhanded, however, no class is associated directly with the discipline. Because of this, all Black Heron maneuvers are simply listed as being Adept maneuvers. The techniques aren’t impossible to master, however, and an individual that seeks training in the ways of the Black Heron can often receive it if they meet the requirements of their school. For any class to gain access to the Rising Phoenix discipline, they must first meet the following prerequisites:

Weapon Proficiency: The martial adept must have Weapon Proficiency with at least one of the Black Heron discipline’s Associated Weapons (see above).

Skills: The martial adept must have a minimum of 2 ranks in the Intimidate skill; the Black Heron discipline’s key skill.

Ability Score: The martial adept must have a Charisma or a Strength of 13 or greater. Both of these scores represent the adept’s intimidating air; Charisma represents one’s social knowledge of how to intimidate others while a high Strength score represents the physical appearance required to be intimidating.

Feats: The martial adept must have any one of the following feats: Persuasive, Power Attack, or Weapon Focus (flexible, mace, or sword).

Special Rule – Threatening DemeanorPulling off a Black Heron maneuver requires an intimidating flare that simply cannot be accomplished after the adept has been made a fool of. A Black Heron adept cannot initiate a Black Heron martial ability while they are under the effects of the feinted combat maneuver, dirty tricks combat maneuver, or while they are shaken, frightened, or panicked. Any Black Heron stances the adept is in when the condition is applied automatically ends, and any martial maneuvers initiated while the adept is suffering from one of these conditions automatically fail, though the maneuver is exhausted normally. The Black Heron adept can still declare attack rolls and deal normal weapon damage normally; they just cannot gain or inflict any of the other effects of their Black Heron maneuvers upon their foes.

List of Black Heron Maneuvers1st Level Maneuver

Black Talon – (Strike): Deals additional damage equal to the result of an Intimidate check.

“The best part is when they lay down their blades and accept the fact that they’re worm food.”

As part of this maneuver, make a single melee attack. If it hits, you deal normal weapon damage. In addition, the creature must make a Will save (DC 15 + your Charisma modifier). On a failed save, the creature becomes shaken for 1 minute. In addition, for as long as the creature is shaken, it also takes a -2 penalty to its Armor Class. On a successful save, the duration of this effect is reduced to 1 round.

The quick slashes of the Black Heron adepts often belie their bulky, frightening frames.

As part of this maneuver, make a single melee attack. If it hits, you deal normal weapon damage. In addition, if you deal at least 1 point of damage to the creature, make an Intimidate check against the creature’s Sense Motive. If you succeed, you deal additional damage equal to the difference between your Intimidate check and your opponent’s Sense Motive check (max +8).

You can only initiate this maneuver when a creature you threaten deals damage to you. Make a single attack against that creature. If it hits, you deal 8d6 points of damage. In addition, all creatures friendly to your target within 30 feet of it become demoralized for 1 minute. The struck creature is not demoralized by this maneuver.

Taking advantage of their opponent’s distraction, the Black Heron adept delivers a telling blow that knocks their adversary out cold.

As part of this maneuver, make a single melee attack. If it hits, you deal normal weapon damage. In addition, if the struck creature has been the victim of a dirty trick or feint combat maneuver within the past 1 round, that creature must make a Fortitude save (DC 14 + your Charisma modifier). On a failed save, the creature falls unconscious for 3 rounds. This condition does not affect the creature’s hit points and they cannot be coup de graced unless their hit points are equal to 0 or lower. At the start of each of the creature’s rounds, it can attempt another Fortitude save to wake up.

As part of this maneuver, make a single melee attack. If it hits, you deal normal weapon damage. In addition, the struck creature must make a Will save (DC 18 + your Charisma modifier). On a failed save the creature falls into a coma-like state of apathy. The creature cannot take standard actions or full round actions and all of its movement speeds are halved. It will not fight or attempt to defend itself, causing all attacks made against it to ignore the creature’s Dexterity bonus and shield bonus to Armor Class. At the start of their round, the creature gains a single Will save to end the effect as a swift action. On a successful save, the creature instead becomes shaken for 1 minute.

“May these wounds inflict a sorrow that lasts until you meet your maker.”

As part of this maneuver, make a single melee attack. If it hits, it deals normal weapon damage. In addition, the struck creature must make a Will save (DC 14 + your Charisma modifier). On a failed save, the creature becomes shaken for 1 minute. A successful save reduces the duration of the condition to 1 round.

While you are in this stance, the first creature that deals any amount of damage to you becomes the target of your burning vengeance. All attacks you deal to the creature do an additional 12d6 points of damage. However, you target this creature relentless without care or concern for your own safety. All attacks made against you ignore your damage reduction (if any) and you you’re your Dexterity bonus and shield bonus to Armor Class against all targets except the target of your burning vengeance. You must take all due action to attack the creature, and you cannot take actions to prevent attacks of opportunity. In addition, you cannot make Intelligence-based, Wisdom-based, or Charisma-based skill checks with the exception of the Intimidate skill while you have a target. You also cannot perform any activity that requires concentration, with the exception of performing martial abilities. When the target dies, this stance’s effects end.

“Fear spreads like a plague amongst even the bravest of hearts; nothing like a mob to foster fear.”

You can only initiate this maneuver if one or more creatures that you can see are afflicted with the shaken, frightened, or panicked condition. Creatures affected by these conditions become the targets of this maneuver. All allied creatures within 10 feet of a creature targeted by this maneuver must make a Will save (DC 15 + your Charisma modifier). On a failed save, the creature becomes shaken for 1 minute. A successful save causes the creature to become shaken for 1 round instead.

“You’d be surprised how little it takes to destroy the supposed iron will of your enemies.”

As part of this maneuver, make a single melee attack. If it hits, it deals normal weapon damage. In addition, if the creature was benefiting from any morale bonuses, it automatically loses those bonuses, regardless of how many rounds are left remaining on them. If the bonuses are permanent, then they are suppressed for the duration of the encounter instead.

After you initiate this maneuver, you deal an additional 4d6 points of damage whenever you declare an attack as long as you have moved at least 10 feet during the turn the maneuver is initiated on. This damage is only dealt once; it does not apply per attack made.

You can only initiate this maneuver when you are targeted by a melee or ranged attack. Make a dirty tricks combat maneuver against the attacking creature’s Combat Maneuver Defense. If you succeed, the attack automatically misses. This maneuver must be used before the attack is rolled.

You can only initiate this maneuver when one or more creature that is shaken, frightened, or panicked can see you. All creatures that are shaken, frightened, or panicked that can see you become confused for 1d4 rounds. Becoming confused does not remove the creature’s fear effect, but the fear effect’s duration decays normally while the creature is confused.

While you are in this stance, each time you deal damage to a creature, you gain a stacking +1 morale bonus on attack rolls, damage rolls, and Intimidate checks. This bonus cannot exceed half your initiator level. If you go for more than three rounds without dealing damage to a creature, the stack resets back to +0.

As part of this maneuver, make a dirty tricks combat maneuver. If you succeed, the creature must make a Fortitude save (DC 18 + your Charisma modifier). On a failed save, the creature immediately dies. On a successful save, the creature takes 5d6 points of damage.

While you are in this stance, you become immune to fear effects. In addition, creatures you use fear effects against take a -1 penalty per three initiator levels you possess on their saving throw (if any) against the effect.

While you are in this stance, as a standard action you can make an Intimidate check against the creature’s Sense Motive. If you succeed, the creature takes a -1 morale penalty per three initiator levels you possess to their Combat Maneuver Defense against the next combat maneuver you use against the creature. This penalty lasts until the end of your next turn and only applies to combat maneuvers you initiate against the demoralized creature.

Black Heron adepts move with such swagger that their confidence alone inspires fear in their enemies.

While you are in this stance, whenever you deal melee weapon damage to a creature, you can immediately attempt an Intimidate check against the struck creature’s Sense Motive. This is treated as a demoralize attempt.

The Black Herons are infamous for their tricky footwork; even the largest of them are able to use their mass’s momentum to great effect.

After you initiate this maneuver, you deal an additional 2d6 points of damage whenever you declare an attack as long as you have moved at least 10 feet during the turn the maneuver is initiated on. This damage is only dealt once; it does not apply per attack made.

After initiating this maneuver, you gain a +1 morale bonus on attack and damage rolls, skill checks, ability checks, saving throws, and Armor Class for every creature that you have line of effect to that is shaken, feared, or panicked.

As part of this maneuver, make a single melee attack. If it hits, you deal normal weapon damage. In addition, all creatures friendly to the struck creature within this maneuver’s range (including the struck creature) must make a Will save (DC 14 + your Strength modifier). On a failed save, the creature becomes demoralized for 1 minute. A successful save reduces this condition to 1 round. A creature must have line of sight and line of effect to you in order to be affected by this maneuver.

The proper mix of fear and self-preservation is enough to bend anyone to your will.

As part of this maneuver, make an Intimidate check against the target’s Sense Motive check. If you succeed, the target becomes blinded, feinted against all enemies, and shaken until the end of your next turn.

You can only initiate this maneuver when a creature within this maneuver’s range fails a stabilization check. Make an attack roll against that creature; if you hit, that creature automatically dies, regardless of how many hit points it had remaining.

Black Heron adepts aren’t above common malpractice when it comes to combat.

As part of this maneuver, make a dirty checks combat maneuver. If it succeeds, the target takes damage equal to your normal weapon damage plus an additional 1d6 points of damage. In addition, the struck creature must make a Fortitude save (DC 11 + your Strength modifier). On a failed save, the creature becomes dazed for 1 round. A successful save fatigues the creature for 1 round instead.

You can initiate this maneuver whenever a creature attacks you with a melee attack. Make an Intimidate check against the creature’s Sense Motive. If you succeed, the creature takes a penalty to their Strength modifier equal to -1 plus an additional -1 per five initiator levels you possess until the end of your next turn. This maneuver can be used after an attack roll is rolled, modifying the result based on the Strength penalty but it must be used before damage is rolled.

You can only initiate this maneuver when your hit point total is reduced to 0 or fewer. Make an Intimidate check with a DC equal to your hit dice. If you succeed, you do not become unconscious, but you also do not stabilize. You remain able to fight unimpaired; you can even take full round actions in a turn. However, at the start of your turn you must roll to stabilize normally. If you fail, you fall unconscious normally and continue dying. This maneuver’s effect lasts until you fall unconscious, die, or are healed above 0 hit points.

“That big blob of a man hurled himself at me! I never knew a fat man to move so quickly!”

After you initiate this maneuver, you can immediately move up to your land speed. This movement counts against the total distance you can move during a turn, effectively allowing you to take a full move action and a standard action in a single turn. However, you cannot use this maneuver to move more than twice your land speed during a single turn.

As part of this maneuver, make a single melee attack. If it hits, you deal normal weapon damage. In addition, if the struck creature is affected by any of the following conditions, you deal +4d6 additional points of damage: dirty tricks, feinted, helpless, frightened, panicked, or shaken.

Black Heron adepts slowly lose their souls; not by choice or by theft, but simply to fear.

After you initiate this maneuver, you deal an additional 8d6 points of damage whenever you declare an attack as long as you have moved at least 10 feet during the turn the maneuver is initiated on. This damage is only dealt once; it does not apply per attack made.

As part of this maneuver, you can immediately move up to 30 feet and attack a threatened creature. You can immediately attack that creature with three attacks using your primary weapon at your highest bonus, plus your choice of either a feint combat maneuver, a dirty tricks combat maneuver, or a demoralize attempt.

If your combat maneuver or demoralize attempt succeeds, you can immediately move an additional 30 feet and repeat this process. This can be done as many times as you have targets to attack, but a single creature can only be targeted once by this maneuver.

With deadly efficiency, a Black Heron adept can swoop down, rain death on their foes, and leave silently.

As part of this maneuver, you can move up to 10 feet and make two attacks at your highest attack bonus. These attacks take a -2 penalty to their attack roll, and you can make the 10 foot move before attacking or after attacking, your choice. This movement provokes attacks of opportunity normally.

While in this stance, whenever the Black Heron adept kills a creature by reducing its hit points to the appropriate negative total, all other creatures within 30 feet of the slain creature that were allied with it must make a Will save (DC 15 + your Strength modifier). On a failed save, the creature becomes panicked for 1d4 rounds and shaken for 1 minute afterwards. On a successful save, the creature is shaken for 1 minute instead. If the Black Heron slew the creature with a coup de grace action, then no saving throw is allowed against this effect.

Black Heron adepts prefer to always keep moving, looking for the perfect advantage point to exploit on their foes.

As part of this maneuver, make a single attack. If it hits, you deal normal weapon damage. Immediately following the attack, you may move up to 10 feet. This movement does not provoke attacks of opportunity.

"You're waiting for a train. A train that will take you far away. You know where you hope the train will take you, but you can't be sure. But it doesn't matter because we'll be together."

Like I said in another post, this discipline was originally by ErrantX, and it was one of my first exposures to Martial Discipline homebrew. This made rewriting the Black Heron discipline hard; after all, I originally loved the "inner demon" imagery and theme of the original, but it led to too many complications within my own work. Things like, "Okay, if I have an Evil discipline, I need a Good, Chaos, and Law discipline as well. What would their key skills be? How could I make them different?" Once I realized I wanted to try and keep Key Skills unique to their disciplines, well that's when the concepts of these specifically aligned disciplines hit the fan. However, I loved Black Heron and I wasn't content with just dropping it, so I wrote all the evil into the fluff and left the discipline itself to be heavily based on dirty fighting. The Advanced Pathfinder book came out about a week or two before I rewrote the discipline, and I think the heavy use of the Dirty Tricks combat maneuver shows this significantly.

Anyway, I hope I do ErrantX proud; there's even a little namesake to him in this version; it shouldn't be too hard to find if you're not completely demoralized by this discipline . As always, you can find the Black Heron PDF here.

"You're waiting for a train. A train that will take you far away. You know where you hope the train will take you, but you can't be sure. But it doesn't matter because we'll be together."